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Name: Taika Parents: Laras and

Sanna, teachers Raw Abilities Rating


Abilities
Advancement Town Abilities Rating Advancement

Stock: Elf Mentor: Ulla the P: ❍❍❍❍❍❍ P: ❍❍❍❍❍❍❍❍❍


Scout Will 4
 F: ❍❍❍❍❍ Resources 0
 F: ❍❍❍❍❍❍❍❍
Class: Ranger Friend: Tua the
P: ❍❍❍❍❍❍ P: ❍❍❍❍❍❍❍❍❍
Healer Health 4
 F: ❍❍❍❍❍ Circles 4
 F: ❍❍❍❍❍❍❍❍
Age: 73 Enemy: —

Fate
Nature 4
 4
P: ❍❍❍❍❍❍❍
F: ❍❍❍❍❍❍ Might 3
Home: Elfland Level: 1 Current Total Total Spent Nature Descriptors: Singing, Remembering, Hiding
Raiment: green tunic embroidered Alignment: Unaffiliated  
with mystical symbols Spend one point to reroll all
6s as new dice or use a wise.
Wises
A wise can be used once per test. A character can have up to four wises.
Belief The wise consider all angles before making
a decision. Persona Elven Lore- Pass Fail Fate Pers Pass Fail Fate Pers
Playing a Current Total Total Spent wise
Belief earns
  Tracks-wise Pass Fail Fate Pers Pass Fail Fate Pers
a fate point
Spend one point to add 1D,
tap Nature or use a wise. You
Goal may spend up to 3 points to
 I Am Wise: +1D to any test related to your wise that is made by your friend, ally or creature.
add up to 3D per roll. You can grant this aid in place of help (and thus insulate yourself from conditions, but not twists).
Accomplishing  Deeper Understanding: Spend a fate point and reroll any single failed die on a test related to your wise.
a Goal earns  Of Course!: Spend a persona point and reroll all failed dice on a test related to your wise.
a persona point Conditions x
 Using Wises: Use a wise in four different ways (I Am Wise passed test, I Am Wise failed test, spend fate,
Fresh  spend persona) and you can change the wise, or mark a Beginner’s Luck or skill advancement test.
Instinct Always identify the capabilities of new +1D to all tests until other condition.
creatures I encounter.
Using an Instinct to aid Hungry and Thirsty 
-1 to disposition to any conflict.
Skills
yourself or the group Skill Rating Advancement BL Skill Rating Advancement BL
earns a fate point
Angry (Ob 2 Will)  P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ W
Can’t use wises or beneficial traits. Alchemist  F: ❍❍❍❍❍ Orator  F: ❍❍❍❍❍
Allies and Additional Enemies Afraid (Ob 3 Will)  3 P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ H
Arcanist  F: ❍❍❍❍❍ Pathfinder  F: ❍❍❍❍❍
Can’t help or use Beginner’s Luck
P: ❍❍❍❍❍❍ H P: ❍❍❍❍❍❍ W
2
Exhausted (Ob 3 Health)  Armorer  F: ❍❍❍❍❍ Persuader  F: ❍❍❍❍❍
Factor in all tests except P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ H
Resources, Circles and recovery. Cartographer  F: ❍❍❍❍❍ Rider  F: ❍❍❍❍❍
P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ W
FATIGUE AND RECOVERY FACTORS Injured (Ob 4 Health)  Commander  F: ❍❍❍❍❍ Ritualist  F: ❍❍❍❍❍
Each item counts as a factor to recover from exhaustion. -1D to skills, Nature, Will P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ H
❍ Shield used ❍ Carrying a full large sack and Health (but not recovery). Cook  F: ❍❍❍❍❍ Scavenger  F: ❍❍❍❍❍
❍ Chain armor worn ❍ Casting spells P: ❍❍❍❍❍❍ P: ❍❍❍❍❍❍
Sick (Ob 3 Will)  H 2 W
❍ Plate armor worn ❍ Certain spell effects -1D to skills, Nature, Will Criminal  F: ❍❍❍❍❍ Scholar  F: ❍❍❍❍❍

Traits and Health (but not recovery):


can’t practice, learn, advance. Dungeoneer 
P: ❍❍❍❍❍❍
F: ❍❍❍❍❍
H
Scout
3

P: ❍❍❍❍❍❍
F: ❍❍❍❍❍
H

Trait name Trait level Beneficial uses Checks P: ❍❍❍❍❍❍ H P: ❍❍❍❍❍❍ H


Dead  Fighter 3
 2

1 ❍+1D
x per session ❍ Used this session ❍❍❍❍
F: ❍❍❍❍❍ Survivalist F: ❍❍❍❍❍
❍❍❍❍ May not use wises, test or help. P: ❍❍❍❍❍❍ P: ❍❍❍❍❍❍
First Born 2 ❍+1D per roll — May be used on each roll. W W
3 ❍+1s on suc/tie roll — Each appropriate test. Haggler  F: ❍❍❍❍❍ Theologian  F: ❍❍❍❍❍

1x❍+1D per session ❍ Used this session ❍❍❍❍


Earning Checks P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍
There are no free checks! Healer 2
 F: ❍❍❍❍❍  F: ❍❍❍❍❍
fiery 2 ❍+1D per roll — May be used on each roll. ❍❍❍❍
3 ❍+1s on suc/tie roll — Each appropriate test. 1: -1D to your ind. or versus test P: ❍❍❍❍❍❍ H P: ❍❍❍❍❍❍
2:+2D to opponent’s versus test Hunter  F: ❍❍❍❍❍  F: ❍❍❍❍❍
1 ❍+1D per session ❍ Used this session ❍❍❍❍
2 ❍+1D per roll — May be used on each roll. ❍❍❍❍ 2: Break versus test tie in P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍
Lore Master 3
 F: ❍❍❍❍❍  F: ❍❍❍❍❍
3 ❍+1s on suc/tie roll — Each appropriate test. opponent’s favor
P: ❍❍❍❍❍❍ P: ❍❍❍❍❍❍
1 ❍+1D per session
2 ❍+1D per roll
❍ Used this session
— May be used on each roll.
❍❍❍❍
❍❍❍❍
Spending Checks Manipulator  F: ❍❍❍❍❍
W
 F: ❍❍❍❍❍
3 ❍+1s on suc/tie roll — Each appropriate test. 1: One test during camp phase P: ❍❍❍❍❍❍ P: ❍❍❍❍❍❍
W
1: Earn advancement by helping Mentor  F: ❍❍❍❍❍  F: ❍❍❍❍❍

P= Pass; successful tests Advancement requires: Passed tests equal to the skill rank and failed tests equal to one
© 2013 Luke Crane, Thor Olavsrud and Ben Morgan. Permission granted to make copies for personal use. www.TorchbearerRPG.com F= Fail; failed tests. less than the rank. Learning a new skill requires: tests equal to untaxed Nature rank.
Inventory Torso
Worn Cloak
Backpack/Satchel
Backpack: Torso/Worn 2. Factor
Large Sack
Requires two hands to carry full
Camp
for Dungeoneer and Fighter. or one space when empty
Camp Procedure
Head Worn Backpack
Satchel: Torso/Worn 1  Find appropriate place to rest  To make a test in camp, spend a check: test
Torches (4)
Backpack/Satchel  Use Survivalist skill to set up camp (optional to recover, reequip, create scrolls, gather
Worn
Worn (Backpack) in adventure phase) supplies, but not adventure
Spell Book
Backpack/Satchel  Roll on Camp Events table  Each player spends a check. You cannot
Neck Belt (Spell Book)
Backpack/Satchel
 Apply Camp Events result. If disaster, spend two in a row
return to adventure phase  Checks may be shared (or tossed!)
Worn Pouch rations (P/3) Backpack
large sack Only  Strategize: discuss conditions, checks, light  After checks are expended, start new
sources and food adventure phase at turn count 1
Dagger
Hands Weapon Backpack Only
Mirror
Worn

Worn
Skin
Wine
Contents Full

X
Backpack Only
Town Lifestyle Rumors and Leads
Small Sack Small Sack
Carried Feet
Tavern: Hear Rumor (1), Drink (1), Hire Help (1-3) Market: Buy (0), Sell (0)
Carried Worn Shoes
Street: Free! Roll on events table. Guild Hall: Use Facilities (1), Hire Apprentice (1),
Stables: Recover (1), Hide out! (0) Find Work (1)
Armor Rules Flophouse: Recover (1), +1 additional recovery Temple: Religious Services (0), Pray at Shrine (1)
 Armor grants -1s against successful or tied Attack or Feint actions. Helmet: After use, helmet is damaged or lost.
Inn: Recover (2), +1-2 additional recovery Other Activity: Haggle (1), Personal Business (1),
 Armor benefits kill, drive off and capture conflicts only. Chain-type Armor: roll a D6: 1-3 Armor damaged and doesn’t provide further
Hotel: Recover (3), +1-2 additional recovery Dig for Leads (1), Do Research (1), Other (1)
 Note Fatigue and Recovery Factors for armor on reverse. benefit. On a 4+ the armor is still useable.
Leather Armor: roll a D6. On a 4+, you reduce the thrust. On 1-3 your Plate Armor: roll a D6: On a 1-2, the armor is damaged or destroyed. On a 3+,
the armor is still useable. Against maces or warhammers, plate is still serviceable
Town Procedure
opponent attacks unhindered, but your armor is not damaged. You may
on a roll of 4+, and damaged on a 1-3.  Head to town  Determine accomodations
use this effect once per fight. Spears, bolts and arrows bypass effect.
 Spend remaining checks to recover  Make recovery tests according to

Level Requirements and Benefits


Level Fate Persona Level Title and Benefit
Leveling Up
Gain the new ability indicated by
 Roll on Town Events table accomodations.
 Apply Town Events result. If disaster,  Visit town locations: market, guild
return to adventure phase. hall, tavern, temple, etc. Take turns.
your class and level when you  Level up (if rewards spent)  Find work: hire yourself out, dig for
1 0 0 Ranger: leather or chain, limited weapons, 1 spell return to town after an adventure  Strategize: discuss conditions and leads, follow up rumors.
and have spent the required divide loot.  Leave town: tally up lifestyle and
2 3 3 amount of rewards.  Decide if you’re haggling individually. test Resources against that obstacle.
 After first level, warriors,

Spell and Prayers


3 7 6
dwarves and halflings choose
4 13 9
between two options for each
5 19 12 level. Select one option for the
Spell and Prayer Mental Inventory Slots Memorizing Prayers
character per level.
6 26 15 Roll Theologian during camp or when leaving
 After 1st level, elves choose First Circle x town. Obstacle is 8 - Will (do not adjust Will
7 32 18
between an ability or a spell
Second Circle due to the injured or sick conditions). This
8 41 21 each time they level up. Choose test does not require a check or increase the
at current level. Third Circle difficulty of maintaining your lifestyle.
9 51 25
 Clerics and magicians gain new Fourth Circle
If successful choose the prayers you wish to
10 62 30 spells for each level they attain. memorize. If failed, the GM can: give your
Fifth Circle character a condition and allow you to
choose your prayers or choose the prayers

Traveling Spell Book


you are granted.

Your traveling spell book can hold up to five spell levels (five First Circle spells, or one Fifth Circle spell, or one Second Circle spell and one Third Circle spell, etc.)
Spell Name:Lightness of Being Mem: x Spell Name: Mem: Spell Name: Mem: Spell Name: Mem: Spell Name: Mem:
Spell Rules:
levitate
Lightness of Being Factors
Breadth: Caster, other person, small group
Effect: Success allows the targets to bypass a
test involving climbing or descending from a
great height.

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